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Metal Slader Glory/ROM map: Difference between revisions

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{{note|There's for pointers before {{0x|0x001CC5}}. Some are for the title screen graphics, some are used for the credits, screen adjustment screen dialogue, etc. The screen adjustment text is uncompressed.}}
{{note|There's for pointers before {{0x|0x001CC5}}. Some are for the title screen graphics, some are used for the credits, screen adjustment screen dialogue, etc. The screen adjustment text is uncompressed.}}
==Pointer structure==
==Pointer structure==
Although typically for SNES games, this game uses three byte pointers; however, this game adopts a space saving measure by storing a dialogue entry's length within a pointer. The dialogue's pointers have the length bits zeroed out because it uses a delimeter. The dictionary's pointers use these bits, because {{0x|00}} is used for control codes.
Although typically for SNES games, this game uses three byte pointers; however, this game adopts a space saving measure by storing a dialogue entry's length within a pointer. The dialogue's pointers have the length bits zeroed out because it uses a delimeter. The dictionary's pointers use these bits because {{0x|00}} is used for control codes.


{{note|The Stardust translation violates this pointer structure. A handful pointers for the dialogue menu options use the dictionary pointer structure.}}
{{note|The Stardust translation violates this pointer structure. A handful pointers for the dialogue menu options use the dictionary pointer structure.}}

Revision as of 05:17, 24 February 2019

Chip tiny.png The following article is a ROM map for Metal Slader Glory.

ROM

Note for template.png
Note:
Byte size = EntryNumber Template:X 3 - 1
* 0x001CC5 to 0x003D5B (02096) = Primary pointer table for the entire game's dialogue. Pointer entries are three bytes each. Text is scattered around the ROM haphazardly. Length bits in the address pointer are zeroed out for every entry. The byte 00 is used as a delimeter.
* 0x003D5C to 0x005F57 (021FB) = Primary pointer table for dictionary. Pointer entries are three bytes each. Text is scattered around the ROM in small patches. 
* 0x05485C to 0x07400E (-----) = Dialogue region.
Note for template.png
Note:
There's for pointers before 0x0x001CC5. Some are for the title screen graphics, some are used for the credits, screen adjustment screen dialogue, etc. The screen adjustment text is uncompressed.

Pointer structure

Although typically for SNES games, this game uses three byte pointers; however, this game adopts a space saving measure by storing a dialogue entry's length within a pointer. The dialogue's pointers have the length bits zeroed out because it uses a delimeter. The dictionary's pointers use these bits because 0x00 is used for control codes.

Note for template.png
Note:
The Stardust translation violates this pointer structure. A handful pointers for the dialogue menu options use the dictionary pointer structure.


Address layout (in bits)

The Stardust Crusaders translation uses the length bits to use the translation's expanded ROM space. This is only for the dialogue. The dictionary needs these bits.

a

, b = length bytes

x

, y , z = Address bytes

a1 a2 

x1 x2 x3 x4 x5 x6 y1 y2 y3 y4 y5 y6 y7 y8 b1 b2 b3 z1 z2 z3 z4 z5


Length   = 		-  -  - 

a1 a2 b1 b2 b3

Address  = 
     
     Original:
     cccccccc =  0  0  0  0  0 

x1 x2 x3

     dddddddd = x4 x5 x6 

z1 z2 z3 z4 z5

     eeeeeeee = y1 y2 y3 y4 y5 y6 y7 y8


     Translation:
     cccccccc =  0  0  0 

a1 a2 x1 x2 x3

     dddddddd = x4 x5 x6 

z1 z2 z3 z4 z5

     eeeeeeee = y1 y2 y3 y4 y5 y6 y7 y8


     Final PC address = cccccccc dddddddd eeeeeeee

Dictionary